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Routing Games over Time with FIFO Policy

机译:使用FIFO策略随时间路由游戏

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We study atomic routing games where every agent travels both along its decided edges and through time. The agents arriving on an edge are first lined up in a first-in-first-out queue and may wait: an edge is associated with a capacity, which defines how many agents-per-time-step can pop from the queue's head and enter the edge, to transit for a fixed delay. We show that the best-response optimization problem is not approximable, and that deciding the existence of a Nash equilibrium is complete for the second level of the polynomial hierarchy. Then, we drop the rationality assumption, introduce a behavioral concept based on GPS navigation, and study its worst-case efficiency ratio to coordination.
机译:我们研究原子路由游戏,其中每个特工都沿着其既定边缘和时间行进。到达边缘的代理首先在先进先出队列中排队,然后等待:边缘与容量相关联,该容量定义了从队列的头部弹出的每个时间步长的代理数量,以及进入边缘,以固定的时间过境。我们表明,最佳响应优化问题不是可近似的,并且对于第二级多项式层次结构,确定是否存在Nash平衡是完整的。然后,我们放弃合理性假设,引入基于GPS导航的行为概念,并研究其最坏情况下的协调效率。

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